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1
Graphics / Re: SegFault in Texture.cpp (Intel Graphics)
« on: May 31, 2022, 11:22:55 pm »
I'm not an OpenGL guru, but it looks like glFramebufferTexture2D is not supported by OpenGL 2.1:

Khronos docs:


SFML\Graphics\GLExtensions.hpp:
// Line 262
    // Core since 3.0 - EXT_framebuffer_object
// Line 272
    #define GLEXT_glFramebufferTexture2D              glFramebufferTexture2DEXT
 

So, does SFML require OpenGL 3.0? If no and if we have 2.1 in the ContextSettings, why does Texture::update() call the unsupported function?

2
Graphics / Re: SegFault in Texture.cpp (Intel Graphics)
« on: May 31, 2022, 06:33:15 pm »
Not sure there's much that SFML can do if there's a unfixed driver bug in a very old driver :\

It's very strange, but I have no issues with other OpenGL software. I play Quake 3, SDL2 games, run Blender and Photoshop. But all SFML games with textures always crash on start (the only exception is Vagante 1.10 - it works ok, but crashes on exit). SFML games without textures work fine.

3
Graphics / Re: SegFault in Texture.cpp (Intel Graphics)
« on: May 31, 2022, 05:20:33 pm »
Can you try the driver from Intel itself instead of the one from DELL (assuming): https://www.intel.com/content/www/us/en/download/19534/intel-graphics-media-accelerator-driver-for-windows-7-64-exe.html

I can't install it. I get the message "Error: This computer does not meet the minimum requirements for installing the software. Setup will exit.". And it is older (2009) than my current driver (2012). My previous driver was from the Acer site, but I downloaded the newer (current) driver from the Intel site in 2013.

If you get the ContextSettings after creating the window, what OpenGL was exactly requested?
https://www.sfml-dev.org/documentation/2.5.1/classsf_1_1Window.php#ae5b8065e92bbd0408e1fd8328e80d7d1


4
Graphics / Re: SegFault in Texture.cpp (Intel Graphics)
« on: May 31, 2022, 10:10:28 am »
Does it originate in the Intel driver?

Yes,

Program received signal SIGSEGV, Segmentation fault.
In ?? () (C:\Windows\system32\ig4icd64.dll)
#4  0x000000006d1ff570 in sf::Texture::update (this=0x22f230, texture=..., x=0, y=0) at C:\Dev\buildbot\windows-gcc-810-mingw-64\build\src\SFML\Graphics\Texture.cpp:489
C:\Dev\buildbot\windows-gcc-810-mingw-64\build\src\SFML\Graphics\Texture.cpp:489:15857:beg:0x6d1ff570
At C:\Dev\buildbot\windows-gcc-810-mingw-64\build\src\SFML\Graphics\Texture.cpp:489
#4  0x000000006d1ff570 in sf::Texture::update (this=0x22f230, texture=..., x=0, y=0) at C:\Dev\buildbot\windows-gcc-810-mingw-64\build\src\SFML\Graphics\Texture.cpp:489
C:\Dev\buildbot\windows-gcc-810-mingw-64\build\src\SFML\Graphics\Texture.cpp:489:15857:beg:0x6d1ff570




5
Graphics / SegFault in Texture.cpp (Intel Graphics)
« on: May 30, 2022, 10:57:28 pm »
Hi, all! I just started to learn SFML and I got a SegFault when trying to run this little mandelbrot sample program.
It runs well on my friend's PC (nVidia graphics) but not on my laptop (Intel graphics).

My specs:
  • Windows 7 x64 SP1
  • Intel (GMA) 4500MHD adapter with the latest available driver (8.15.10.2869), OpenGL 2.1 and GL_EXT_framebuffer_object support (reported by OpenGL Extensions Viewer)
  • Code::Blocks 20.03 with MinGW-64-GCC-8.10
  • SFML (Dev snapshot, windows-gcc-810-mingw-64.zip, 2022-Jan-07)

Stack trace:

main.cpp:
// Line 43
mandelTexture = mandelbrot(width, height, oxmin, oxmax, oymin, oymax, 100);

mandelbrot func works ok and returns its value and we go to the operator= of the Texture class:
Texture.cpp:
// Line 816
Texture& Texture::operator =(const Texture& right)
// Line 818
    Texture temp(right);

then to the copy constructor:
Texture.cpp:
// Line 83
Texture::Texture(const Texture& copy) :
// Line 99
            update(copy);

then to the update func:
Texture.cpp:
// Line 439
void Texture::update(const Texture& texture)
// Line 441
    // Update the whole texture
// Line 442
    update(texture, {0, 0});

and another update:
Texture.cpp:
// Line 447
void Texture::update(const Texture& texture, const Vector2u& dest)
// Line 455
#ifndef SFML_OPENGL_ES
// Line 487
        // Link the destination texture to the destination frame buffer
// Line 488
        glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_DRAW_FRAMEBUFFER, destFrameBuffer));
// Line 489
        glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_DRAW_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));

and I got a SegFault at line 489  :'(

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